| bool UnlockAchievement(const FName& AchievementID) | FinalNative+1 flags | | 0x09 |
| void ResetUniqueAchievements() | FinalNative+1 flags | | 0x00 |
| void ResetAllAchievements() | FinalNative+1 flags | | 0x00 |
| void ReportAchievementEvent(const EAchievementEvent& Event, int32 Count) | FinalNative+1 flags | | 0x08 |
| void OnVehiclePartRepaired(const EVehiclePart& vehiclePart) | FinalNative+1 flags | | 0x01 |
| void OnTornadoTargetCaptured(ACharacter* Character, AActor* Tornado, bool bIsLethal) | FinalNative+1 flags | | 0x11 |
| void OnTornadoPickupWithUmbrella() | FinalNative+1 flags | | 0x00 |
| void OnThrewDartIntoTornado() | FinalNative+1 flags | | 0x00 |
| void OnTargetWillBeClaimedByTornado(UPlayerWeatherComponent* Target) | FinalNative+1 flags | | 0x08 |
| void OnProtectedFromLightning() | FinalNative+1 flags | | 0x00 |
| void OnPossessedPawnChanged(APawn* OldPawn, APawn* NewPawn) | FinalNative+1 flags | | 0x10 |
| void OnPlayerCaughtByTornado() | FinalNative+1 flags | | 0x00 |
| void OnOverlappedVanRoof() | FinalNative+1 flags | | 0x00 |
| void OnItemAdded(int32 AddedSlotIndex, AActor* AddedItem) | FinalNative+1 flags | | 0x10 |
| void OnHitOtherCharacterWithDart() | FinalNative+1 flags | | 0x00 |
| void OnHitBullseye() | FinalNative+1 flags | | 0x00 |
| void OnGameStateSet(AGameStateBase* NewGameState) | FinalNative+1 flags | | 0x08 |
| void OnGameEnded(bool bWin) | FinalNative+1 flags | | 0x01 |
| void OnEnoughDartsStuck() | FinalNative+1 flags | | 0x00 |
| void OnEnergyDrinkConsumed() | FinalNative+1 flags | | 0x00 |
| void OnDamageReceived(float DamageAmount, const EActorDamageType& DamageType) | FinalNative+1 flags | | 0x05 |
| void OnCollectedInformation() | FinalNative+1 flags | | 0x00 |
| void OnCharacterWalked(int32 Distance) | FinalNative+1 flags | | 0x04 |
| void OnCharacterRevived(ACharacter* Character) | FinalNative+1 flags | | 0x08 |
| void OnCharacterPerformedShock() | FinalNative+1 flags | | 0x00 |
| void OnApexTokensChanged(int32 OldValue, int32 NewValue) | FinalNative+1 flags | | 0x08 |
| bool IsAchievementUnlocked(const FName& AchievementID) | FinalNative+1 flags | | 0x09 |
| float GetUnlockPercentage() | FinalNative+1 flags | | 0x04 |
| TArray<FName> GetUnlockedAchievements() | FinalNative+1 flags | | 0x10 |
| TMap<FName, FAchievementDefinition> GetAllAchievements() | FinalNative+1 flags | | 0x50 |
| FAchievementProgress GetAchievementProgressData(const FName& AchievementID) | FinalNative+1 flags | | 0x20 |
| int32 GetAchievementProgress(const FName& AchievementID) | FinalNative+1 flags | | 0x0C |
| bool GetAchievementDefinition(const FName& AchievementID, FAchievementDefinition& OutDefinition) | FinalNative+1 flags | | 0xE1 |